(function(f){if(typeof exports==="object"&&typeof module!=="undefined"){module.exports=f()}else if(typeof define==="function"&&define.amd){define([],f)}else{var g;if(typeof window!=="undefined"){g=window}else if(typeof global!=="undefined"){g=global}else if(typeof self!=="undefined"){g=self}else{g=this}g.StackBlur = f()}})(function(){var define,module,exports;return (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
/*
    StackBlur - a fast almost Gaussian Blur For Canvas
    Version:     0.5
    Author:        Mario Klingemann
    Contact:     mario@quasimondo.com
    Website:    http://www.quasimondo.com/StackBlurForCanvas
    Twitter:    @quasimondo
    In case you find this class useful - especially in commercial projects -
    I am not totally unhappy for a small donation to my PayPal account
    mario@quasimondo.de
    Or support me on flattr:
    https://flattr.com/thing/72791/StackBlur-a-fast-almost-Gaussian-Blur-Effect-for-CanvasJavascript
    Copyright (c) 2010 Mario Klingemann
    Permission is hereby granted, free of charge, to any person
    obtaining a copy of this software and associated documentation
    files (the "Software"), to deal in the Software without
    restriction, including without limitation the rights to use,
    copy, modify, merge, publish, distribute, sublicense, and/or sell
    copies of the Software, and to permit persons to whom the
    Software is furnished to do so, subject to the following
    conditions:
    The above copyright notice and this permission notice shall be
    included in all copies or substantial portions of the Software.
    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
    EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
    OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
    NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
    HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
    WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
    FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
    OTHER DEALINGS IN THE SOFTWARE.
    */


var mul_table = [
    512,512,456,512,328,456,335,512,405,328,271,456,388,335,292,512,
    454,405,364,328,298,271,496,456,420,388,360,335,312,292,273,512,
    482,454,428,405,383,364,345,328,312,298,284,271,259,496,475,456,
    437,420,404,388,374,360,347,335,323,312,302,292,282,273,265,512,
    497,482,468,454,441,428,417,405,394,383,373,364,354,345,337,328,
    320,312,305,298,291,284,278,271,265,259,507,496,485,475,465,456,
    446,437,428,420,412,404,396,388,381,374,367,360,354,347,341,335,
    329,323,318,312,307,302,297,292,287,282,278,273,269,265,261,512,
    505,497,489,482,475,468,461,454,447,441,435,428,422,417,411,405,
    399,394,389,383,378,373,368,364,359,354,350,345,341,337,332,328,
    324,320,316,312,309,305,301,298,294,291,287,284,281,278,274,271,
    268,265,262,259,257,507,501,496,491,485,480,475,470,465,460,456,
    451,446,442,437,433,428,424,420,416,412,408,404,400,396,392,388,
    385,381,377,374,370,367,363,360,357,354,350,347,344,341,338,335,
    332,329,326,323,320,318,315,312,310,307,304,302,299,297,294,292,
    289,287,285,282,280,278,275,273,271,269,267,265,263,261,259];


var shg_table = [
    9, 11, 12, 13, 13, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17,
    17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19,
    19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20,
    20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21,
    21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21,
    21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22,
    22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22,
    22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 23,
    23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23,
    23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23,
    23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23,
    23, 23, 23, 23, 23, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
    24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
    24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
    24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
    24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24 ];


function processImage(img, canvas, radius, blurAlphaChannel)
{
    if (typeof(img) == 'string') {
        var img = document.getElementById(img);
    }
    else if (typeof HTMLImageElement !== 'undefined' && !img instanceof HTMLImageElement) {
        return;
    }
    var w = img.naturalWidth;
    var h = img.naturalHeight;

    if (typeof(canvas) == 'string') {
        var canvas = document.getElementById(canvas);
    }
    else if (typeof HTMLCanvasElement !== 'undefined' && !canvas instanceof HTMLCanvasElement) {
        return;
    }

    canvas.style.width  = w + 'px';
    canvas.style.height = h + 'px';
    canvas.width = w;
    canvas.height = h;

    var context = canvas.getContext('2d');
    context.clearRect(0, 0, w, h);
    context.drawImage(img, 0, 0);

    if (isNaN(radius) || radius < 1) return;

    if (blurAlphaChannel)
        processCanvasRGBA(canvas, 0, 0, w, h, radius);
    else
        processCanvasRGB(canvas, 0, 0, w, h, radius);
}

function getImageDataFromCanvas(canvas, top_x, top_y, width, height)
{
    if (typeof(canvas) == 'string')
        var canvas  = document.getElementById(canvas);
    else if (typeof HTMLCanvasElement !== 'undefined' && !canvas instanceof HTMLCanvasElement)
        return;

    var context = canvas.getContext('2d');
    var imageData;

    try {
        try {
            imageData = context.getImageData(top_x, top_y, width, height);
        } catch(e) {
            throw new Error("unable to access local image data: " + e);
            return;
        }
    } catch(e) {
        throw new Error("unable to access image data: " + e);
    }

    return imageData;
}

function processCanvasRGBA(canvas, top_x, top_y, width, height, radius)
{
    if (isNaN(radius) || radius < 1) return;
    radius |= 0;

    var imageData = getImageDataFromCanvas(canvas, top_x, top_y, width, height);

    imageData = processImageDataRGBA(imageData, top_x, top_y, width, height, radius);

    canvas.getContext('2d').putImageData(imageData, top_x, top_y);
}

function processImageDataRGBA(imageData, top_x, top_y, width, height, radius)
{
    var pixels = imageData.data;

    var x, y, i, p, yp, yi, yw, r_sum, g_sum, b_sum, a_sum,
        r_out_sum, g_out_sum, b_out_sum, a_out_sum,
        r_in_sum, g_in_sum, b_in_sum, a_in_sum,
        pr, pg, pb, pa, rbs;

    var div = radius + radius + 1;
    var w4 = width << 2;
    var widthMinus1  = width - 1;
    var heightMinus1 = height - 1;
    var radiusPlus1  = radius + 1;
    var sumFactor = radiusPlus1 * (radiusPlus1 + 1) / 2;

    var stackStart = new BlurStack();
    var stack = stackStart;
    for (i = 1; i < div; i++)
    {
        stack = stack.next = new BlurStack();
        if (i == radiusPlus1) var stackEnd = stack;
    }
    stack.next = stackStart;
    var stackIn = null;
    var stackOut = null;

    yw = yi = 0;

    var mul_sum = mul_table[radius];
    var shg_sum = shg_table[radius];

    for (y = 0; y < height; y++)
    {
        r_in_sum = g_in_sum = b_in_sum = a_in_sum = r_sum = g_sum = b_sum = a_sum = 0;

        r_out_sum = radiusPlus1 * (pr = pixels[yi]);
        g_out_sum = radiusPlus1 * (pg = pixels[yi+1]);
        b_out_sum = radiusPlus1 * (pb = pixels[yi+2]);
        a_out_sum = radiusPlus1 * (pa = pixels[yi+3]);

        r_sum += sumFactor * pr;
        g_sum += sumFactor * pg;
        b_sum += sumFactor * pb;
        a_sum += sumFactor * pa;

        stack = stackStart;

        for (i = 0; i < radiusPlus1; i++)
        {
            stack.r = pr;
            stack.g = pg;
            stack.b = pb;
            stack.a = pa;
            stack = stack.next;
        }

        for (i = 1; i < radiusPlus1; i++)
        {
            p = yi + ((widthMinus1 < i ? widthMinus1 : i) << 2);
            r_sum += (stack.r = (pr = pixels[p])) * (rbs = radiusPlus1 - i);
            g_sum += (stack.g = (pg = pixels[p+1])) * rbs;
            b_sum += (stack.b = (pb = pixels[p+2])) * rbs;
            a_sum += (stack.a = (pa = pixels[p+3])) * rbs;

            r_in_sum += pr;
            g_in_sum += pg;
            b_in_sum += pb;
            a_in_sum += pa;

            stack = stack.next;
        }


        stackIn = stackStart;
        stackOut = stackEnd;
        for (x = 0; x < width; x++)
        {
            pixels[yi+3] = pa = (a_sum * mul_sum) >> shg_sum;
            if (pa != 0)
            {
                pa = 255 / pa;
                pixels[yi]   = ((r_sum * mul_sum) >> shg_sum) * pa;
                pixels[yi+1] = ((g_sum * mul_sum) >> shg_sum) * pa;
                pixels[yi+2] = ((b_sum * mul_sum) >> shg_sum) * pa;
            } else {
                pixels[yi] = pixels[yi+1] = pixels[yi+2] = 0;
            }

            r_sum -= r_out_sum;
            g_sum -= g_out_sum;
            b_sum -= b_out_sum;
            a_sum -= a_out_sum;

            r_out_sum -= stackIn.r;
            g_out_sum -= stackIn.g;
            b_out_sum -= stackIn.b;
            a_out_sum -= stackIn.a;

            p =  (yw + ((p = x + radius + 1) < widthMinus1 ? p : widthMinus1)) << 2;

            r_in_sum += (stackIn.r = pixels[p]);
            g_in_sum += (stackIn.g = pixels[p+1]);
            b_in_sum += (stackIn.b = pixels[p+2]);
            a_in_sum += (stackIn.a = pixels[p+3]);

            r_sum += r_in_sum;
            g_sum += g_in_sum;
            b_sum += b_in_sum;
            a_sum += a_in_sum;

            stackIn = stackIn.next;

            r_out_sum += (pr = stackOut.r);
            g_out_sum += (pg = stackOut.g);
            b_out_sum += (pb = stackOut.b);
            a_out_sum += (pa = stackOut.a);

            r_in_sum -= pr;
            g_in_sum -= pg;
            b_in_sum -= pb;
            a_in_sum -= pa;

            stackOut = stackOut.next;

            yi += 4;
        }
        yw += width;
    }


    for (x = 0; x < width; x++)
    {
        g_in_sum = b_in_sum = a_in_sum = r_in_sum = g_sum = b_sum = a_sum = r_sum = 0;

        yi = x << 2;
        r_out_sum = radiusPlus1 * (pr = pixels[yi]);
        g_out_sum = radiusPlus1 * (pg = pixels[yi+1]);
        b_out_sum = radiusPlus1 * (pb = pixels[yi+2]);
        a_out_sum = radiusPlus1 * (pa = pixels[yi+3]);

        r_sum += sumFactor * pr;
        g_sum += sumFactor * pg;
        b_sum += sumFactor * pb;
        a_sum += sumFactor * pa;

        stack = stackStart;

        for (i = 0; i < radiusPlus1; i++)
        {
            stack.r = pr;
            stack.g = pg;
            stack.b = pb;
            stack.a = pa;
            stack = stack.next;
        }

        yp = width;

        for (i = 1; i <= radius; i++)
        {
            yi = (yp + x) << 2;

            r_sum += (stack.r = (pr = pixels[yi])) * (rbs = radiusPlus1 - i);
            g_sum += (stack.g = (pg = pixels[yi+1])) * rbs;
            b_sum += (stack.b = (pb = pixels[yi+2])) * rbs;
            a_sum += (stack.a = (pa = pixels[yi+3])) * rbs;

            r_in_sum += pr;
            g_in_sum += pg;
            b_in_sum += pb;
            a_in_sum += pa;

            stack = stack.next;

            if(i < heightMinus1)
            {
                yp += width;
            }
        }

        yi = x;
        stackIn = stackStart;
        stackOut = stackEnd;
        for (y = 0; y < height; y++)
        {
            p = yi << 2;
            pixels[p+3] = pa = (a_sum * mul_sum) >> shg_sum;
            if (pa > 0)
            {
                pa = 255 / pa;
                pixels[p]   = ((r_sum * mul_sum) >> shg_sum) * pa;
                pixels[p+1] = ((g_sum * mul_sum) >> shg_sum) * pa;
                pixels[p+2] = ((b_sum * mul_sum) >> shg_sum) * pa;
            } else {
                pixels[p] = pixels[p+1] = pixels[p+2] = 0;
            }

            r_sum -= r_out_sum;
            g_sum -= g_out_sum;
            b_sum -= b_out_sum;
            a_sum -= a_out_sum;

            r_out_sum -= stackIn.r;
            g_out_sum -= stackIn.g;
            b_out_sum -= stackIn.b;
            a_out_sum -= stackIn.a;

            p = (x + (((p = y + radiusPlus1) < heightMinus1 ? p : heightMinus1) * width)) << 2;

            r_sum += (r_in_sum += (stackIn.r = pixels[p]));
            g_sum += (g_in_sum += (stackIn.g = pixels[p+1]));
            b_sum += (b_in_sum += (stackIn.b = pixels[p+2]));
            a_sum += (a_in_sum += (stackIn.a = pixels[p+3]));

            stackIn = stackIn.next;

            r_out_sum += (pr = stackOut.r);
            g_out_sum += (pg = stackOut.g);
            b_out_sum += (pb = stackOut.b);
            a_out_sum += (pa = stackOut.a);

            r_in_sum -= pr;
            g_in_sum -= pg;
            b_in_sum -= pb;
            a_in_sum -= pa;

            stackOut = stackOut.next;

            yi += width;
        }
    }
    return imageData;
}

function processCanvasRGB(canvas, top_x, top_y, width, height, radius)
{
    if (isNaN(radius) || radius < 1) return;
    radius |= 0;

    var imageData = getImageDataFromCanvas(canvas, top_x, top_y, width, height);
    imageData = processImageDataRGB(imageData, top_x, top_y, width, height, radius);

    canvas.getContext('2d').putImageData(imageData, top_x, top_y);
}

function processImageDataRGB(imageData, top_x, top_y, width, height, radius)
{
    var pixels = imageData.data;

    var x, y, i, p, yp, yi, yw, r_sum, g_sum, b_sum,
        r_out_sum, g_out_sum, b_out_sum,
        r_in_sum, g_in_sum, b_in_sum,
        pr, pg, pb, rbs;

    var div = radius + radius + 1;
    var w4 = width << 2;
    var widthMinus1  = width - 1;
    var heightMinus1 = height - 1;
    var radiusPlus1  = radius + 1;
    var sumFactor = radiusPlus1 * (radiusPlus1 + 1) / 2;

    var stackStart = new BlurStack();
    var stack = stackStart;
    for (i = 1; i < div; i++)
    {
        stack = stack.next = new BlurStack();
        if (i == radiusPlus1) var stackEnd = stack;
    }
    stack.next = stackStart;
    var stackIn = null;
    var stackOut = null;

    yw = yi = 0;

    var mul_sum = mul_table[radius];
    var shg_sum = shg_table[radius];

    for (y = 0; y < height; y++)
    {
        r_in_sum = g_in_sum = b_in_sum = r_sum = g_sum = b_sum = 0;

        r_out_sum = radiusPlus1 * (pr = pixels[yi]);
        g_out_sum = radiusPlus1 * (pg = pixels[yi+1]);
        b_out_sum = radiusPlus1 * (pb = pixels[yi+2]);

        r_sum += sumFactor * pr;
        g_sum += sumFactor * pg;
        b_sum += sumFactor * pb;

        stack = stackStart;

        for (i = 0; i < radiusPlus1; i++)
        {
            stack.r = pr;
            stack.g = pg;
            stack.b = pb;
            stack = stack.next;
        }

        for (i = 1; i < radiusPlus1; i++)
        {
            p = yi + ((widthMinus1 < i ? widthMinus1 : i) << 2);
            r_sum += (stack.r = (pr = pixels[p])) * (rbs = radiusPlus1 - i);
            g_sum += (stack.g = (pg = pixels[p+1])) * rbs;
            b_sum += (stack.b = (pb = pixels[p+2])) * rbs;

            r_in_sum += pr;
            g_in_sum += pg;
            b_in_sum += pb;

            stack = stack.next;
        }


        stackIn = stackStart;
        stackOut = stackEnd;
        for (x = 0; x < width; x++)
        {
            pixels[yi]   = (r_sum * mul_sum) >> shg_sum;
            pixels[yi+1] = (g_sum * mul_sum) >> shg_sum;
            pixels[yi+2] = (b_sum * mul_sum) >> shg_sum;

            r_sum -= r_out_sum;
            g_sum -= g_out_sum;
            b_sum -= b_out_sum;

            r_out_sum -= stackIn.r;
            g_out_sum -= stackIn.g;
            b_out_sum -= stackIn.b;

            p =  (yw + ((p = x + radius + 1) < widthMinus1 ? p : widthMinus1)) << 2;

            r_in_sum += (stackIn.r = pixels[p]);
            g_in_sum += (stackIn.g = pixels[p+1]);
            b_in_sum += (stackIn.b = pixels[p+2]);

            r_sum += r_in_sum;
            g_sum += g_in_sum;
            b_sum += b_in_sum;

            stackIn = stackIn.next;

            r_out_sum += (pr = stackOut.r);
            g_out_sum += (pg = stackOut.g);
            b_out_sum += (pb = stackOut.b);

            r_in_sum -= pr;
            g_in_sum -= pg;
            b_in_sum -= pb;

            stackOut = stackOut.next;

            yi += 4;
        }
        yw += width;
    }


    for (x = 0; x < width; x++)
    {
        g_in_sum = b_in_sum = r_in_sum = g_sum = b_sum = r_sum = 0;

        yi = x << 2;
        r_out_sum = radiusPlus1 * (pr = pixels[yi]);
        g_out_sum = radiusPlus1 * (pg = pixels[yi+1]);
        b_out_sum = radiusPlus1 * (pb = pixels[yi+2]);

        r_sum += sumFactor * pr;
        g_sum += sumFactor * pg;
        b_sum += sumFactor * pb;

        stack = stackStart;

        for (i = 0; i < radiusPlus1; i++)
        {
            stack.r = pr;
            stack.g = pg;
            stack.b = pb;
            stack = stack.next;
        }

        yp = width;

        for (i = 1; i <= radius; i++)
        {
            yi = (yp + x) << 2;

            r_sum += (stack.r = (pr = pixels[yi])) * (rbs = radiusPlus1 - i);
            g_sum += (stack.g = (pg = pixels[yi+1])) * rbs;
            b_sum += (stack.b = (pb = pixels[yi+2])) * rbs;

            r_in_sum += pr;
            g_in_sum += pg;
            b_in_sum += pb;

            stack = stack.next;

            if(i < heightMinus1)
            {
                yp += width;
            }
        }

        yi = x;
        stackIn = stackStart;
        stackOut = stackEnd;
        for (y = 0; y < height; y++)
        {
            p = yi << 2;
            pixels[p]   = (r_sum * mul_sum) >> shg_sum;
            pixels[p+1] = (g_sum * mul_sum) >> shg_sum;
            pixels[p+2] = (b_sum * mul_sum) >> shg_sum;

            r_sum -= r_out_sum;
            g_sum -= g_out_sum;
            b_sum -= b_out_sum;

            r_out_sum -= stackIn.r;
            g_out_sum -= stackIn.g;
            b_out_sum -= stackIn.b;

            p = (x + (((p = y + radiusPlus1) < heightMinus1 ? p : heightMinus1) * width)) << 2;

            r_sum += (r_in_sum += (stackIn.r = pixels[p]));
            g_sum += (g_in_sum += (stackIn.g = pixels[p+1]));
            b_sum += (b_in_sum += (stackIn.b = pixels[p+2]));

            stackIn = stackIn.next;

            r_out_sum += (pr = stackOut.r);
            g_out_sum += (pg = stackOut.g);
            b_out_sum += (pb = stackOut.b);

            r_in_sum -= pr;
            g_in_sum -= pg;
            b_in_sum -= pb;

            stackOut = stackOut.next;

            yi += width;
        }
    }

    return imageData;
}

function BlurStack()
{
    this.r = 0;
    this.g = 0;
    this.b = 0;
    this.a = 0;
    this.next = null;
}

module.exports = {
    image: processImage,
    canvasRGBA: processCanvasRGBA,
    canvasRGB: processCanvasRGB,
    imageDataRGBA: processImageDataRGBA,
    imageDataRGB: processImageDataRGB
};

},{}]},{},[1])(1)
});